Shademan Posted January 7, 2015 Share Posted January 7, 2015 I'm a complete novice when it comes to Leadwerks and 3D development in general, so my apologies if this is a super basic issue or is properly addressed elsewhere (I searched for hours and couldn't find anything, but I may simply lack the terminology). As you can see in the picture below, which was taken within an unaltered "start" map, the shadows cast by solid objects (specifically those with prominent, sharp, 90 degree angles) tend to be a bit...off...there's a sort of "divet" between the actual edge where the shadow should begin and where it actually does begin. This makes all such objects look a bit like they're floating a few centimeters off the ground, even if they're totally flush or overlap with ground geometry. Is this just the way it is (a pretty undesirable effect, imo), or is there a way to amend that and make diagonal shadows behave properly? Is this something that can be done via scripting (something that I am still very new to in Leadwerks), or is it just a quirk of the engine that one must live with? Any help or insight would be greatly appreciated. Again, I tried searching, but simply couldn't find any mention of this. 1 Quote Link to comment Share on other sites More sharing options...
MarkusR Posted January 7, 2015 Share Posted January 7, 2015 i saw also and not like, maybe because of roundings ... allways it looks the object is not at ground. josh knows it. did u try self.world:SetLightQuality(2) in app lua? i read this is best quality. 1 Quote PC : Win 10 Pro 64 Bit , 4x cores ~2 GHz , 8 GB RAM , AMD R7 265 2D : Photoline , Zooner Photo Studio 13 , Art Rage Studio 3.5.4 , Ashampoo Snap 7 , ... 3D : Shade 15 Basic , Carrara 8.5 & DAZ Studio 4.8 , Cheetah 3D 6.3.2 , Via Cad 8 Music : Samplitude Music Studio , Music Creator 7 IDE : Leadwerks Engine 3.x , Unity 5.x , (Unreal 4.8.x) , AGK v2.x , Construct 2 , (Clickteam Fusion 2.5) , ShiVa 1.9 , Game Maker Studio , MS Visual Studio .Net , Android Studio , Monkey , ... Link to comment Share on other sites More sharing options...
Josh Posted January 7, 2015 Share Posted January 7, 2015 This is just the nature of shadowmaps. All games that use them have a little bit of error in the shadow depth, or you end up with shadow acne. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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